Steinhauer’s Opinion: The Dangerous Wilderness, Part 2

Steinhauer’s Opinion: The Dangerous Wilderness, Part 2 Last week, Jonathan Steinhauer’s column looked at the design of outdoor areas in The Dangerous Wilderness, Part 1. In Part 2, he continues his thoughts on the basic challenge most every MMO faces. The easiest solution, though it avoids the root of the problem, is to disperse the ground spawns to a more realistic population level. There are areas where one would expect to encounter monsters, and that is where the heavy concentrations should be. Hard core hunting should occur in the fortresses and camps of the various villains, monsters, and animals that are the bane of the adventurer, not every time you step off the path. This opens up the wilderness for travel and casual hunting while giving players the kind of combat that exist in epic stories: battle in the lairs.

My daughter the murloc

My daughter the murloc What happens when Halloween rolls around and you haven’t gotten around to buying your almost one year old daughter a costume for the holiday because you’ve been spending too much time playing and writing about the World of Warcraft? Well, you make her a murloc costume, of course! From the moment my daughter was born, I just knew I had to dress her up as a character from my favorite game. I initially wanted to make a Moonkin costume but thought that it’d be best if she wore that when she was already walking proficiently. A miniature Moonkin waddling around would be priceless. This year, however, found me short of time and ideas so I decided to steal the idea of a baby in a murloc suit from last year’s crop of Halloween costumes over at the Blizzard site. Since I don’t have mad sewing skills, I made a quick jaunt to a shoe supplies store and picked up a bunch of slice foam and some cyanoacrylate. A few hours and adhesive-encrusted fingers later, I pretended to be Shelbi Roach and cooked up an odd half-murloc helmet just in time

New heights of Linear Game Design?

New heights of Linear Game Design? So it feels like there’s some actual story element to the gameplay, and so players don’t feel overwhelmed.   That’d be my theory. Worked incredibly well for the death knight starting zone… in fact I’ve never seen it done better in an MMOG. That was by far the most interesting tutorial zone I’ve ever seen too. But it was a tutorial zone.   I think BTundra was a bit better than some of the other zones. But even still the airport (by itself) worked exactly that way. Go do exactly this and come back. Now go do this and come back. Picking a random direction from the airport to go find a quest by yourself and you’ll usually end up far from your quests killing random kobolds.   Here’s the problem I’m finding though (in most of the game).   I arrive at a new town. I get the quest. I go to wowhead findout where to complete it. Then head back to town.   Get new quests. Go look those up on wowhead and go to that one spot to do three quests. Then head back to town.   Repeat.   Maybe